People who know about MM speedruns probably know this one, but I thought it was cool when I first learned about it. The owl statue in South Clock Town that is visible from West Clock Town is actually a completely different, functional owl statue (since West and South Clock Town are different maps so it couldn't be the same object)... it's just not accessible without glitches.

I wonder if this also means that even when you activate the South Clock Town owl, it won't look activated from West Clock Town because you're looking at an entirely different owl? I haven't checked to see if that's something the devs accounted for or not. I never noticed in my playthroughs.

This trivia is useless for casual playthroughs, but technically has uses in speedruns because getting to it and saving at it does weird stuff. I thought it was cool though so I'm sharing.

[QUOTE="Apollo the Just, post: 1636924, member: 30977"]People who know about MM speedruns probably know this one, but I thought it was cool when I first learned about it. The owl statue in South Clock Town that is visible from West Clock Town is actually a completely different, functional owl statue (since West and South Clock Town are different maps so it couldn't be the same object)... it's just not accessible without glitches.

I wonder if this also means that even when you activate the South Clock Town owl, it won't look activated from West Clock Town because you're looking at an entirely different owl? I haven't checked to see if that's something the devs accounted for or not. I never noticed in my playthroughs.

This trivia is useless for casual playthroughs, but technically has uses in speedruns because getting to it and saving at it does weird stuff. I thought it was cool though so I'm sharing.[/QUOTE]
I'm almost positive that your hypothesis is correct--when you look from West Clock into South Clock, the owl statue looks unactivated. I seem to remember that.

In Paper Mario, there's a segment of Bowser's Castle with two paths - top and bottom - that you need to choose the correct path on to proceed. There are lamps on the wall before the hallway that tell you the order: up, down, down, up, down, up.

In Super Paper Mario, there's a segment where you have to ground-pound a series of yellow poles in a particular way. The order here is also up, down, down, up, down, up.

I know there's a segment in TTYD where you have to go down a hallway (like in 64) and take the path that's lit by torches. I would not be surprised if it were the same order, or if this order makes appearances in other Mario games and is in fact much more prominent and well known than I thought, but anyway.

(I only noticed this because I've played 64 so many times I have the order memorized and therefore recognized the pattern here as well.)

e: just looked it up and the sequence in TTYD is not the same. Anyway, I think it's interesting the pattern is the same here in Super as in 64. Either a very subtle throwback or maybe just a fun coincidence?

[QUOTE="Apollo the Just, post: 1637455, member: 30977"]In Paper Mario, there's a segment of Bowser's Castle with two paths - top and bottom - that you need to choose the correct path on to proceed. There are lamps on the wall before the hallway that tell you the order: up, down, down, up, down, up.

In Super Paper Mario, there's a segment where you have to ground-pound a series of yellow poles in a particular way. The order here is also up, down, down, up, down, up.

I know there's a segment in TTYD where you have to go down a hallway (like in 64) and take the path that's lit by torches. I would not be surprised if it were the same order, or if this order makes appearances in other Mario games and is in fact much more prominent and well known than I thought, but anyway.

(I only noticed this because I've played 64 so many times I have the order memorized and therefore recognized the pattern here as well.)

e: just looked it up and the sequence in TTYD is not the same. Anyway, I think it's interesting the pattern is the same here in Super as in 64. Either a very subtle throwback or maybe just a fun coincidence?[/QUOTE]
It's the pattern to one of the looping castles in Super Mario Bros, I think. You basically have to chose one of two paths several times, high or low. I don't do that castle on a normal speedrun so not certain what the pattern is, though.

I muttered 'light as a board, stiff as a feather' for 2 days straight and now I've ascended, ;aughing at olympus and zeus is crying

The name of the boss Azulmagia from Final Fantasy V means "blue magic" in Spanish. He can naturally use 17 of the 30 Blue Magic spells, and if your Blue Mages cast certain Blue Magic on him, he can learn and cast up to 11 more.

This is a pretty well-known one for Persona fans, but the main character's first (and most iconic) persona in Persona 4, Izanagi, is a figure in Japanese mythology that has a lot of similar elements to the Western Orpheus myth. This is cool because the main character's first (and most iconic) persona in Persona 3 is Orpheus.

It's only really trivia if you haven't played both games though, because iirc if you do the games make it a point to tell you about it. Still neat though

The name of the boss Azulmagia from Final Fantasy V means "blue magic" in Spanish. He can naturally use 17 of the 30 Blue Magic spells, and if your Blue Mages cast certain Blue Magic on him, he can learn and cast up to 11 more.

Sounds like I'm gonna have a hard time with that boss.

Enkidu is not only Gilgamesh's sidekick in FFV, but in the Epic of Gilgamesh as well. After the two slay various beasts (including Humbaba, seen in FFVI!) the gods bestow a terminal illness upon him and he dies. Thus begins Gilgamesh's quest for immortality.

The dinosaurs in the Jurassic Park game Trespasser were originally designed with a complex AI that featured a variety of emotions that would influence each dino's actions. In practice, however, the dinosaurs simply became paralyzed by indecision. To get around this and meet the rushed deadline, the developers set every emotion to zero, except "hunger" and "anger" which were set to max.

According to Grant Kirkhope, during the development of Project Dream (later to become Banjo-Kazooie) the team toyed with the idea of having an enemy named "Rear Admiral Brown Eye" who would always attempt to attack the player from behind.

According to Grant Kirkhope, during the development of Project Dream (later to become Banjo-Kazooie) the team toyed with the idea of having an enemy named "Rear Admiral Brown Eye" who would always attempt to attack the player from behind.

In the HD re-release of Tales of Symphonia, the art for Colette during the first couple Z-skits in the game (corresponding to the first maybe 15 minutes of gameplay) show her as having a bare neck, just like her in-game sprite, until she gets the cruxis Crystal from Remiel at which point the art for these skits updates to reflect her new swag.

(I don't know if this was true in the GCN version or not, I only noticed it during S1x's current playthrough.)

IMDB tells me that no less than four people - not including the translator - were working "adaptation" for the English version, and yet the actors were still playing syllable Mad Libs for major plot points?

That would actually explain a lot about the quality of Pokemon writing.